Coilgun: Difference between revisions
From TF2 Classified Wiki
More actions
New update |
No edit summary |
||
| Line 14: | Line 14: | ||
{{Loadout neutral|"No steak, but a whole heap o' sizzle."}} | {{Loadout neutral|"No steak, but a whole heap o' sizzle."}} | ||
}} | }} | ||
The '''Coilgun''' is an alternative [[:Category:Secondary weapons|secondary]] weapon for [[Engineer]]. It's a futuristic laser pistol, made out of a slightly rusty blue-tinted metal, with a glass window revealing a yellow, glowing energy coil inside. The coil is yellow, and the metal is tinted blue, regardless of which team the | The '''Coilgun''' is an alternative [[:Category:Secondary weapons|secondary]] weapon for [[Engineer]]. It's a futuristic laser pistol, made out of a slightly rusty blue-tinted metal, with a glass window revealing a yellow, glowing energy coil inside. The coil is yellow, and the metal is tinted blue, regardless of which team the Engineer is on. | ||
Unlike the pistol, the Coilgun fires laser projectiles that do 25 damage instead of bullets. The tip of the laser will always be orange, while the trail will always be team-colored. Holding the primary fire button charges up the Coilgun's next shot, up to 1.5 seconds, increasing its damage up to 75, its accuracy up to 100%, and its projectile speed by 1.6 times. A charged shot can be released early for increased damage, accuracy, and projectile speed, scaling linearly between 0% charge and 100% charge. Any charged shot, regardless of percentage, will delay the | Unlike the pistol, the Coilgun fires laser projectiles that do 25 damage instead of bullets. The tip of the laser will always be orange, while the trail will always be team-colored. Holding the primary fire button charges up the Coilgun's next shot, up to 1.5 seconds, increasing its damage up to 75, its accuracy up to 100%, and its projectile speed by 1.6 times. A charged shot can be released early for increased damage, accuracy, and projectile speed, scaling linearly between 0% charge and 100% charge. Any charged shot, regardless of percentage, will delay the next Coilgun shot. | ||
A fully charged shot will also ricochet the beam off walls. The beam will ricochet three times until it disappears, reducing its base damage by 15 for each ricochet. The | A fully charged shot will also ricochet the beam off walls. The beam will ricochet three times until it disappears, reducing its base damage by 15 for each ricochet. The Engineer will not take damage from their own ricochet. In addition, the gun can be charged past its maximum amount, up to 3 seconds. Charging the gun for too long will result in the weapon overcharging, causing an explosion at the Engineer's position. When the Coilgun explodes, the Engineer takes 60 damage and deals up to 50 damage to any enemies nearby. The Engineer is also knocked into the air, which can be used as an [[Jumping|explosive jump]] if timed correctly. This allows the Engineer to get to positions that would otherwise be impossible. The Engineer gains more height by crouching, and the most height by jumping while crouched before the explosion. If timed precisely, the Engineer can pick up his buildings during an overcharge. | ||
All Coilgun projectiles can be [[Flame Thrower|airblasted]] and the charged ones will ricochet as well. | |||
== Properties == | == Properties == | ||